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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: Let's just say that the game's attempts at updating character models so as to make them look less cartoon-ish have failed spectacularly. The most infamous example would be the [[https://pbs.twimg.com/media/D3LZcSrWwAItupK.jpg Fire Elves]].
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* ThatOneLevel: Sunken City. The bosses are fairly normal and can easily be defeated by lower-leveled wizards with the help of friends or solo if you're higher-leveled, but many players hate the dungeon because it is ''extremely'' easy to get pulled into battles with {{Mooks}}, even if you're on the supposedly "safe" sidewalk.

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* ThatOneLevel: Sunken City. The bosses are fairly normal and can easily be defeated by lower-leveled wizards with the help of friends or solo if you're higher-leveled, but many players hate the dungeon because it is ''extremely'' easy to get pulled into battles with {{Mooks}}, even if you're on the supposedly "safe" sidewalk. However, either this was a glitch or Kingsisle was listening to complaints, because it doesn't do this anymore.
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* ThatOneBoss: Belloq is one of the most infamous bosses in the game. He's a cheating boss, but unlike other cheating bosses up to this point not fulfilling his cheat (which is to hit him ''every'' round) will allow him to cast a 0 pip Ra which has a gigantic amount of damage by this point in the game. Players will really need to team up here because he's insufferable if you're attempting to solo. [[spoiler:he reappears early on in Azteca, where he doesn't cheat, but reappears ''again'' towards the end, where he will catch many a wizard off guard by cheating again.]]

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* ThatOneBoss: Belloq is one of the most infamous bosses in the game. He's a cheating boss, but unlike other cheating bosses up to this point not fulfilling his cheat (which is to hit him ''every'' round) will allow him to cast a 0 pip Ra which has a gigantic amount of damage by this point in the game. Players will really need to team up here because he's insufferable if you're attempting to solo. [[spoiler:he reappears early on in Azteca, where he doesn't cheat, but reappears ''again'' towards the end, where he will catch many a wizard off guard by cheating again.again, and to make matters worse, this time, his minion will remove any damage over time spell by cheat-casting the triage spell that would reduce the necessity of having to hit him every round.]]

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* ThatOneAttack: ''Weakness''. For the first half of the game up to Dragonspyre, ''every enemy'' knows it regardless of class or playstyle, and since it's free to cast, they'll be using it liberally. It cuts a 25% chunk off your next spell, and for such a math-heavy game, its liberal use is a headache considering this often means spending an extra turn on monsters that shouldn't be much of a hassle, or for bosses, wasting time with expendable "whack" spells to remove the Weakness while hopefully not using up any stacked charms. What's worse is that as of the Spring 2021 update, its accuracy had been buffed so that it can't miss (unless you cast either a Black Mantle or a Smokescreen on the enemy beforehand); before this, it still had a 10% chance to fizzle.

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* ThatOneAttack: ThatOneAttack:
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''Weakness''. For the first half of the game (starting in mid-Krokotopia) up to Dragonspyre, ''every enemy'' knows it regardless of class or playstyle, and since it's free to cast, they'll be using it liberally. It cuts a 25% chunk off your next spell, and for such a math-heavy game, its liberal use is a headache considering this often means spending an extra turn on monsters that shouldn't be much of a hassle, or for bosses, wasting time with expendable "whack" spells to remove the Weakness while hopefully not using up any stacked charms. What's worse is that as of the Spring 2021 update, its accuracy had been buffed so that it can't miss (unless you cast either a Black Mantle or a Smokescreen on the enemy beforehand); before this, it still had a 10% chance to fizzle.fizzle.
** Black Mantle is another common spell among enemies, particularly bosses, that begins to crop up more and more starting in Marleybone. This spell is particularly damning because it tears a lump sum out of your accuracy. Much like Weakness, it can and often ''will'' force you to either use wand spells to get it off or waste the spell that you intended to cast, which can get annoying because you might have to dig through your deck to get it back.
** Tower Shield is the ward equivalent to Weakness, only worse because it reduces damage by ''50%'' (compared to only 25%). While it is generally restricted to Ice enemies (unlike Weakness), it is irritating nonetheless.



* ThatOneSidequest: The quest for retrieving leaves from the Green Men in Wysteria. Even though Wysteria is a short side world, to complete it you ''will'' have to do this. For whatever reason, the drop rate on these things is ''insanely'' low, to the point that you can go through dozens of Green Men and still not get any leaves. You might fight anywhere from thirty to sixty of them before you have all 4 drops. Innumerable forum posts complaining about this sidequest abound, and many of them have reported running out of mana before completing the quest. Collection quests are usually far more forgiving than this, but this issue was never fixed. It doesn't help that the Green Men, as life opponents, are fairly annoying, with both a heal and an armor they will use liberally.

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* ThatOneSidequest: The quest for retrieving leaves from the Green Men in Wysteria. Even though Wysteria is a short side world, to complete it you ''will'' have to do this. For whatever reason, the drop rate on these things is ''insanely'' low, to the point that you can go through dozens of Green Men and still not get any leaves. You might fight anywhere from thirty to sixty of them before you have all 4 drops. Innumerable forum posts complaining about this sidequest abound, and many of them have reported running out of mana before completing the quest. Collection quests are usually far more forgiving than this, but this issue was never fixed. It doesn't help that the Green Men, as life opponents, [[GoddamnedBats are fairly annoying, annoying]], with both a heal and an armor they will use liberally.
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* FoeYay: Eris Golden Apple from Mount Olympus sounds oddly flirtatious when talking to you, to the point of calling you "very fair" [[HoYay (regardless of your gender)]] and even admitting that she'll ask Zeus to let her keep you.
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** The sun mutate spells pretty much see zero usage. Each mutate spell changes the school of the spell it is meant for, but only applies to that specific spell. This requires that the caster have that spell learned in their deck, either purchasing it with training points or being in the unmodified spell's school. If you are in the school of the original spell, you would be wasting power pips on an out-of-school spell. If you are in the school of the mutant variant of the spell, you would need to spend training points on the original spell. And since all mutant variants are damage spells, which have many options, they are an option nobody chooses. Lastly, the mutate and mutant spells themselves are no PVP. When you have better options for casting damage spells, such as those of your own school, its really not hard to determine that its a bad idea.
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* AwesomeMusic: 90% of Nelson Everhart's score for the game is nothing short of glorious.

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* AwesomeMusic: SugarWiki/AwesomeMusic: 90% of Nelson Everhart's score for the game is nothing short of glorious.
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* AwesomeMusic: 90% of Nelson Everhart's score for the game is nothing short of glorious.

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** In Wizard City, you'll largely be fighting ghosts who simply sink into the ground, skeletons who fall apart, or monsters who comically pass out when defeated. Once you reach Kroktopia, you'll be fighting seemingly living anthropomorphic crocodiles who disintegrate into sound with a scream of agony when beaten.

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** In Wizard City, you'll largely be fighting ghosts who simply sink into the ground, skeletons who fall apart, or monsters who comically pass out when defeated. Once you reach Kroktopia, you'll be fighting seemingly living anthropomorphic crocodiles who disintegrate into sound sand with a scream of agony when beaten.


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** In spite of being known for being a sugary sweet world, Karamelle has these in the form of the cavities that pop up all over the world. The other characters are only able to see them as regular holes instead of vortexes that seem to be tears in reality itself, and they emit an ominous, chilling humming sound that, somehow, only you can hear. Then comes the finale of the world, where you see just what is on the other side of the cavities: [[spoiler:a dark distorted version of the real Karamelle, very similar in appearance to the [[LiveActionTV/StrangerThings Upside Down]] with floating objects, rooms that connect to each other in AlienGeometries that the real Karamelle does not have, and shadow-like versions of the wizard known as aberrations. Then there is also a shadow version of Sybil, which has glowing blue eyes, produces an unearthly screech and produces a light bridge from its mouth leading to a floating void holding Grand Nana captive. Finally, we see the monstrosity responsible for the cavities itself: from the black hole floating in the void, pulsations appear, then a pair of glowing red eyes that flash out of the black hole as the gargantuan form of THE DIVINE PARADOX forms.]]
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** Beguile is a unique and interesting spell that can have major effects on the battlefield, causing enemies to cast spells that benefit the players for one round. However, it consumes 3 pips and does not see much use in situations where your enemies' moves are unpredictable, and as such, using it could potentially wreck a damage build-up strategy against enemies with high health upon which you plan to eliminate with OHKO strategies, or they might end up doing nothing or just cast a blade on themselves or give you a blade you can't possibly make use of. Not to mention its useless in PvP if you go second, as the affected can simply pass or cast a spell on themselves to avoid harming the team strategy.

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** Beguile is a unique and interesting spell that can have major effects on the battlefield, causing enemies to cast spells that benefit the players for one round. However, it consumes 3 pips and does not see much use in situations where your enemies' moves are unpredictable, and as such, using it could potentially wreck a damage build-up strategy against enemies with high health upon which you plan to eliminate with OHKO strategies, or they might end up doing nothing or just cast a blade on themselves or give you a blade you can't possibly make use of. Not to mention its useless in PvP if you go second, as the affected can simply pass or cast a spell on themselves to avoid harming the team strategy. As such, stun, which costs no pips for a single target, or two pips for the entire enemy team, is far more popular alternative, even with the implementation of stun block preventing chain stuns.
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* UselessUsefulSpell: With the wide variety of spells available for players to use, there will inevitably be some spells that will see little-to-no use:
** Beguile is a unique and interesting spell that can have major effects on the battlefield, causing enemies to cast spells that benefit the players for one round. However, it consumes 3 pips and does not see much use in situations where your enemies' moves are unpredictable, and as such, using it could potentially wreck a damage build-up strategy against enemies with high health upon which you plan to eliminate with OHKO strategies, or they might end up doing nothing or just cast a blade on themselves or give you a blade you can't possibly make use of. Not to mention its useless in PvP if you go second, as the affected can simply pass or cast a spell on themselves to avoid harming the team strategy.
** Pacification spells and taunt spells in theory could alter the threat level players have against enemies and influence whom they attacked. However, this affect was minimal for rank 2 spells when players oftentimes did large amounts of flat damage or healing, which did a lot to draw enemy fire. And the idea of using all of your pips with the X-ranked mega variants was even less popular, and the mega pacification and taunt spells saw little use. They were also never used in PvP, as they didn't really do anything to affect the spells players cast. Though they now force their target to either not target the caster, or force them to target the caster with regards to enemy-target spells, it still does not such significant usage.
** The moon school's polymorph spells were very popular and interesting when they were first released in the 2008 Celestia update, as it allowed for you to get a brand new deck set and change your stats for about 6 rounds, providing a change to the game's meta. However, once players reached higher levels, the lack of improved stats compared to the average player equipped with gear made the usage of polymorphs fall out of favor, and player specializations as either tank, attacker, and healer overrode any player interest in polymorphs, compared to the other two astral schools, Sun and Star, which continue to see frequent use in combat.
** Similar to the moon school polymorphs and beguile spells, summoning minions or buying henchman could wreck your damage strategy, were unpredictable spell casters , and had relatively poor stats in high level combat situations. Not to mention that the minions tended to take up a slot that could be used by players who can strategize, and they were viewed as a waste of deck space, player space, and pips. While life henchman were slightly more on the popular side due to their healing abilities, especially after they were updated to focus on healing players, and minion casting strategies were made more intelligent, not much has changed in the years with regards to their popularity.
** Theoretically, accuracy boosting spells (such as guidance, precision, and lightning strike) could have been useful in preventing spells from fizzling. But due to the fact that for low-pip cost spells, it would be more efficient to risk a fizzle, and at higher levels, players had improved baseline accuracy, such cards were often considered a waste of deck space.
** Though not as significant an example as most variants of this trope, global spells are not considered as popular as they once were. Though they still see some use, as they can affect damage and healing spells in the duel, they have some downsides. First, they cost 2 pips to cast whereas most damage or healing boosting buffs cost 0 or 1 pips. Second, if the enemy could cast healing spells, or damage spells that were in the same school as the global spell, the global spell could boost their output as well. Lastly, they could be replaced if another global spell was cast, especially if the enemy could cheat cast global spells in response.
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* DifficultySpike: Due to the inclusion of a lot of features that weren't present in Dragonspyre (Astral spells, additional base stat factors - such as critical -, the cheating bosses, more demanding/severe quests and enemies, etc.) Celestia, especially at its initial release, was this, and the rest of the Morganthe arc only gets harder. Its been nerfed since, but is still a rather challenging experience when compared to Dragonspyre (which itself was a bit of a jump from Mooshu).
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* CompleteMonster: [[GodSaveUsFromTheQueen Queen Morganthe Malory]], a student of Ravenwood Academy, got banished into the void after she tried to study black magic in order to defeat her teacher. When a character discovers her plans, she then attempts to kill this person and then sell out her brother to her teacher to get into her teacher's good graces. After escaping the void, Morganthe seeks the power from the planet Celestia by ravaging the entire world in a war. It was also revealed that she tricked a king of a realm by wearing a cursed crown, and when said king turns against Morganthe, she attempts to poison him. In the realm of Azteca, she summons the spirits of the dead, which she uses to capture and torture the inhabitants so that they could make her a weapon. Morganthe then summons a [[ColonyDrop meteor to destroy Azteca]]. Before the final battle, she mocks her opponent about the destruction of Azteca, and when defeated, attempts to erase the former's memory. A cruel, sadistic and selfish [[WickedWitch sorceress]] with a massive [[AGodAmI god complex]], Morganthe eventually goes on to attempt to destroy the world to recreate it [[InTheirOwnImage in her own image]].

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* CompleteMonster: [[GodSaveUsFromTheQueen Queen Morganthe Malory]], a student of Ravenwood Academy, Ravenwood, got banished into the void after she tried to study black magic in order to defeat Malistaire, her teacher. professor, . When a character soneibe discovers her plans, she then attempts to kill this person and them then sell out her brother to her teacher Malistaire to get into her teacher's his good graces. After escaping the void, Morganthe seeks the power from the planet Celestia by ravaging the entire world in a war. It was also revealed that she tricked a king of a realm by Avalon into wearing a cursed crown, and when said king turns against Morganthe, she attempts to poison him. In the realm of Azteca, she summons the spirits of the dead, which she uses to capture and torture the inhabitants so that they could make her a weapon. Morganthe then summons a [[ColonyDrop meteor to destroy Azteca]]. Before the final battle, she mocks her opponent the player about the destruction of Azteca, and when defeated, attempts to erase the former's memory. A cruel, sadistic and selfish [[WickedWitch sorceress]] with a massive [[AGodAmI god complex]], Morganthe eventually goes on to attempt to destroy the world to recreate it [[InTheirOwnImage in her own image]].
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** While Balance, Death, and Life were considered strong schools in their own rights, one of the more maligned attributes that they had in common were their original global spells were non-damage related, particularly Balance's. Life's (Sanctuary) was considered comparatively useful, as it boosted healing by 50 to 60% (it has since been nerfed, but still sees some use), but still wasn't very helpful if they were seeking to deal damage, especially in game where damage dealing is one of the more popular actions (not to mention it had a 3-pip cost). Death's global spell (Doom and Gloom), saw less use, being purposed to reduce healing while a death could survive simply by utilizing its drain spells. Due to the fact it reduced your allies' healing capabilities, it pretty much never saw use in battles by players where multiple players were involved, barring the fight against Shadow Malistaire. And Balance's was considered downright useless, due to its 4-pip cost and the fact it only boosted power pip chance for everyone, which is useless at higher levels where you are borderline guaranteed power pips every round, and was less efficient at lower levels when those pips could end a fight quicker by being used to damage enemies that required no more than a few hundred damage points. As of 2020, updates have been made giving both life and balance 2-pip damage amplifier global spells that boost damage by 25% (something that has been standardized for all global spells). Death still lacks a damage global spell (barring those granted by the Red Ghost item card and treasure card), but fans are anticipating a fix.

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** While Balance, Death, and Life were considered strong schools in their own rights, one of the more maligned attributes that they had in common were their original global spells were non-damage related, particularly Balance's. Life's (Sanctuary) was considered comparatively useful, as it boosted healing by 50 to 60% (it has since been nerfed, but still sees some use), but still wasn't very helpful if they were seeking to deal damage, especially in game where damage dealing is one of the more popular actions (not to mention it had a 3-pip cost). Death's global spell (Doom and Gloom), saw less use, being purposed to reduce healing while a death could survive simply by utilizing its drain spells. Due to the fact it reduced your allies' healing capabilities, it pretty much never saw use in battles by players where multiple players were involved, barring the fight against Shadow Malistaire. And Balance's was considered downright useless, due to its 4-pip cost and the fact it only boosted power pip chance for everyone, which is useless at higher levels where you are borderline guaranteed power pips every round, and was less efficient at lower levels when those pips could end a fight quicker by being used to damage enemies that required no more than a few hundred damage points. As of 2020, updates have been made giving both life and balance all three of these schools 2-pip damage amplifier global spells that boost damage by 25% (something that has been standardized for all global spells). Death still lacks a damage global spell (barring those granted by spells), while also retiring the Red Ghost item card and treasure card), but fans are anticipating a fix.useless Power Play spell.
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** While Balance, Death, and Life were considered strong schools in their own rights, one of the more maligned attributes that they had in common were their original global spells were non-damage related, particularly Balance's. Life's (Sanctuary) was considered comparatively useful, as it boosted healing by 50 to 60% (it has since been nerfed, but still sees some use), but still wasn't very helpful if they were seeking to deal damage, especially in game where damage dealing is one of the more popular actions (not to mention it had a 3-pip cost). Death's global spell (Doom and Gloom), saw less use, being purposed to reduce healing while a death could survive simply by utilizing its drain spells. Due to the fact it reduced your allies' healing capabilities, it pretty much never saw use in battles by players where multiple players were involved, barring the fight against Shadow Malistaire. And Balance's was considered downright useless, due to its 4-pip cost and the fact it only boosted power pip chance for everyone, which is useless at higher levels where you are borderline guaranteed power pips every round, and was less efficient at lower levels when those pips could end a fight quicker by being used to damage enemies that required no more than a few hundred damage points. As of 2020, updates have been made giving both life and balance 2-pip damage amplifier global spells that boost damage by 25% (something that has been standardized for all global spells). Death still lacks a damage global spell (barring those granted by the Red Ghost item card and treasure card), but fans are anticipating a fix.

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* TheScrappy: You'll be hard pressed to find anyone who actually ''likes'' [[ItsAllAboutMe Nolan Stormgate]].

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* ScrappyMechanic: Spellements, when they were introduced, were meant to be a way for players to upgrade spells as part of the experience in an enjoyable way. However, many fans detest the system due to the excessively low drop rate and the fact that spellements are not easily acquired. Even paying players who spend large amounts of crowns on SPELLEMENT BUNDLES, which are supposed to primarily drop spellements, struggle to get enough to upgrade their spells. Even worse is that it takes at least 75 spellements just to upgrade to the first tier. And further attempts to upgrade will cost increasingly more spellements for that particular spell, and the result is one of the least liked features ever added to Wizard101.
* TheScrappy: You'll be hard pressed hard-pressed to find anyone who actually ''likes'' [[ItsAllAboutMe Nolan Stormgate]].
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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players initiating a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle (including the first) as long as the timer was still active, meaning player's don't have to worry about late cheats like they used to.

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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players initiating a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle (including the first) as long as the timer was still active, meaning player's don't have to worry about late cheats like they used to.have become a lesser worry for players.
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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players initiating a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.

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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players initiating a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle (including the first) as long as the time timer was still active, meaning player's don't have to worry about late cheats like they used to.
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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players starting a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.

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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players starting initiating a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.
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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allow them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players starting a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.

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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allow allows them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players starting a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.
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* AuthorsSavingThrow: One of the things fans hate the most are a [[TheComputerIsACheatingBastard boss's late cheats]], which allow them to punish players who are late to the battle (i.e. who don't join during the first round). Given the ''extremely'' short timespan between players starting a battle and the battle actually starting, late cheats were activated ''a lot'' unless players were well prepared. Thankfully, the most recent update allowed players to join the current round of a battle as long as the time was still active, meaning player's don't have to worry about late cheats like they used to.
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* FoeYay: Eris Golden Apple from Mount Olympus sounds oddly flirtatious when talking to you, to the point of calling you "very fair" [[HoYay (regardless of your gender)]], even admitting that she'll ask Zeus to let her keep you.

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* FoeYay: Eris Golden Apple from Mount Olympus sounds oddly flirtatious when talking to you, to the point of calling you "very fair" [[HoYay (regardless of your gender)]], gender)]] and even admitting that she'll ask Zeus to let her keep you.
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* FoeYay: Eris Golden Apple from Mount Olympus sounds oddly flirtatious when talking to you, to the point of calling you "very fair" [[HoYay (regardless of your gender)]], even admitting that she'll ask Zeus to let her keep you.

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* PeripheryDemographic: Many teens and adults play the game due to its fun gameplay, surprisingly deep story, and side activities (especially PVP). The later sections of the game are noticeably darker, perhaps as a result of this.



* ThatOneAttack: ''Weakness''. For the first half of the game up to Dragonspyre, ''every enemy'' knows it regardless of class or playstyle, and since it's free to cast, they'll be using it liberally. It cuts a 25% chunk off your next spell, and for such a math-heavy game, its liberal use is a headache considering this often means spending an extra turn on monsters that shouldn't be much of a hassle, or for bosses, wasting time with expendable "whack" spells to remove the Weakness while hopefully not using up any stacked charms.

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* ThatOneAttack: ''Weakness''. For the first half of the game up to Dragonspyre, ''every enemy'' knows it regardless of class or playstyle, and since it's free to cast, they'll be using it liberally. It cuts a 25% chunk off your next spell, and for such a math-heavy game, its liberal use is a headache considering this often means spending an extra turn on monsters that shouldn't be much of a hassle, or for bosses, wasting time with expendable "whack" spells to remove the Weakness while hopefully not using up any stacked charms. What's worse is that as of the Spring 2021 update, its accuracy had been buffed so that it can't miss (unless you cast either a Black Mantle or a Smokescreen on the enemy beforehand); before this, it still had a 10% chance to fizzle.
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* TheyChangedItNowItSucks: Many fans were ''not happy'' with some of the recent updates, the most prominent being the change in voices for many of the [[NonPlayerCharacter NPCs]].

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* TheyChangedItNowItSucks: Many fans were ''not happy'' with some of the recent updates, the most prominent being the change in voices for many of the [[NonPlayerCharacter NPCs]]. Some of it is {{Justified|Trope}}, since in the cases of characters like Mr. Lincoln, their older lines remain intact, making the contrast highly noticable.
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** Storm wizards have a ''very'' rough first half of the game. They're ''insanely'' fragile, and their brawny spells are so inaccurate that battles tend to blow up in players' faces if they aren't lucky enough to get it over with quickly. Storm is essentially pigeon-holed into keeping Life as a second class just to survive.

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** Storm wizards have a ''very'' rough first half of the game. They're ''insanely'' fragile, and their brawny spells are so inaccurate that battles tend to blow up in players' faces if they aren't lucky enough to get it over with quickly. Storm is essentially pigeon-holed into keeping Life as a second class just to survive. Thankfully, the Spring 2021 update rectifies the accuracy issue; Lightning Strike now increases Storm accuracy by 25% instead of 10%, effectively granting attacks 95% accuracy.
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Just speaking from personal experience with the game. Feel free to correct any inaccuracies.

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* ComplacentGamingSyndrome:
** In PvE, the most common School players seem to play as is Death. Since Death's entire gimmick is [[LifeDrain sucking the life out of your opponents to heal yourself]], this makes dueling easier due to being able to deal damage and heal yourself in the same turn, unlike the other Schools which force you to have separate Spells for damage and healing.
** Regardless of the School they play as, a common strategy players use to defeat common enemies in PvE is to just build up their damage bonuses before casting a Spell that damages every opponent. This strategy can work on bosses as well, [[TheComputerIsACheatingBastard provided the boss doesn’t have a special gimmick that throws a wrench in the strategy.]]
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* TheyChangedItNowItSucks: Many fans were ''not happy'' with some of the recent updates, the most prominent being the change in voices for many of the [[NonPlayableCharacter NPCs]].

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* TheyChangedItNowItSucks: Many fans were ''not happy'' with some of the recent updates, the most prominent being the change in voices for many of the [[NonPlayableCharacter [[NonPlayerCharacter NPCs]].
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* ThatOneBoss: Belloq is one of the most infamous bosses in the game. He's a cheating boss, but unlike other cheating bosses up to this point not fulfilling his cheat (which is to hit him ''every'' round) will allow him to cast a 0 pip Ra which has a gigantic amount of damage by this point in the game. Players will really need to team up here because he's insufferable if you're attempting to solo. [[spoiler:he reappears early on in Azteca, where he doesn't cheat, but reappears ''again'' towards the end, where he will and catch many a wizard off guard by doing so.

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* ThatOneBoss: Belloq is one of the most infamous bosses in the game. He's a cheating boss, but unlike other cheating bosses up to this point not fulfilling his cheat (which is to hit him ''every'' round) will allow him to cast a 0 pip Ra which has a gigantic amount of damage by this point in the game. Players will really need to team up here because he's insufferable if you're attempting to solo. [[spoiler:he reappears early on in Azteca, where he doesn't cheat, but reappears ''again'' towards the end, where he will and catch many a wizard off guard by doing so.cheating again.]]



* ThatOneSidequest: The quest for retrieving leaves from the Green Men in Wysteria. Even though Wysteria is a short side world, to complete it you ''will'' have to do this. For whatever reason, the drop rate on these things is ''insanely'' low, to the point that you can go through dozens of Green Men and still not get any leaves. You might fight anywhere from thirty to sixty of them before you have all 4 drops. Innumerable forum posts complaining about this sidequest abound, and many of them have reported running completely out of mana before completing the quest. Collection quests are usually far more forgiving than this, but this issue was never fixed. It doesn't help that the Green Men, as life opponents, are fairly annoying, with both a heal and an armor they will use liberally.

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* ThatOneSidequest: The quest for retrieving leaves from the Green Men in Wysteria. Even though Wysteria is a short side world, to complete it you ''will'' have to do this. For whatever reason, the drop rate on these things is ''insanely'' low, to the point that you can go through dozens of Green Men and still not get any leaves. You might fight anywhere from thirty to sixty of them before you have all 4 drops. Innumerable forum posts complaining about this sidequest abound, and many of them have reported running completely out of mana before completing the quest. Collection quests are usually far more forgiving than this, but this issue was never fixed. It doesn't help that the Green Men, as life opponents, are fairly annoying, with both a heal and an armor they will use liberally.



** Storm wizards have a ''very'' rough first half of the game. They're ''insanely'' fragile, and their brawny spells are so inaccurate that battles tend to blow up in players' faces if they aren't lucky enough to get it over with quickly. Storm is essentially pidgeon-holed into keeping Life as a second class just to survive.
** Continuing Storm's difficult time was the minion, which was hated outright due to nigh-uselessness due to crappy AI. The ''idea'' was that it would draw fire away from the Storm Wizard that summoned it, hence the Taunt spell, but this didn't work in practice. Minions have incredibly low draw aggro to begin with, and the Water Elemental often failed as a meatshield. Combined with how frail Storm wizards already are and how frequently they need healing, seeing the minion constantly apply healing Sprites, Elemental Shields, and Life Armors to itself over the dying summoner felt like a kick straight to the teeth. This was finally fixed so that it focused heals and wards on the summoner instead.

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** Storm wizards have a ''very'' rough first half of the game. They're ''insanely'' fragile, and their brawny spells are so inaccurate that battles tend to blow up in players' faces if they aren't lucky enough to get it over with quickly. Storm is essentially pidgeon-holed pigeon-holed into keeping Life as a second class just to survive.
** Continuing Storm's difficult time was the minion, which was hated outright due to nigh-uselessness due to crappy AI. The ''idea'' was that it would draw fire away from the Storm Wizard that summoned it, hence the Taunt spell, but this didn't work in practice. Minions have incredibly low draw aggro to begin with, and the Water Elemental often failed as a meatshield. Combined with how frail Storm wizards already are and how frequently they need healing, seeing the minion constantly apply healing Sprites, Elemental Shields, and Life Armors to itself over the dying summoner felt like a kick straight to the teeth. This Eventually, this was finally fixed so that it focused heals and wards on the summoner instead.



** [[Administrivia/TropesAreTools In a gentler example of this]], Ice Armor. It is a a self-only armor spell that absorbs 125 damage per pip, which is pretty cool but limited in team play and has a chance to miss. Later on it is rendered obsolete by Frozen Armor, which does the same thing, but buffs for 175 per pip, can't miss, and can be applied to teammates.

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** [[Administrivia/TropesAreTools In a gentler example of this]], Ice Armor. It is a a self-only armor spell that absorbs 125 125/135 damage per pip, which is pretty cool but limited in team play and has a chance to miss. play. Later on it is rendered obsolete by Frozen Armor, which does the same thing, but buffs for 175 175/185 per pip, can't miss, pip and can be applied to teammates.



* WhatDoYouMeanItsForKids: While the game itself is targeted towards Kids, it also deals with a lot of heavy-handed subjects such as [[{{Death}} death]], [[TheLostLenore grieving a lost loved one]], [[SlaveryIsASpecialKindOfEvil slavery and oppression]], and [[WithGreatPowerComesGreatInsanity insanity]].

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* WhatDoYouMeanItsForKids: While the game itself is targeted towards Kids, kids, it also deals with a lot of heavy-handed subjects such as [[{{Death}} death]], [[TheLostLenore grieving a lost loved one]], [[SlaveryIsASpecialKindOfEvil slavery and oppression]], and [[WithGreatPowerComesGreatInsanity insanity]].
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** [[TropesAreTools In a gentler example of this]], Ice Armor. It is a a self-only armor spell that absorbs 125 damage per pip, which is pretty cool but limited in team play and has a chance to miss. Later on it is rendered obsolete by Frozen Armor, which does the same thing, but buffs for 175 per pip, can't miss, and can be applied to teammates.

to:

** [[TropesAreTools [[Administrivia/TropesAreTools In a gentler example of this]], Ice Armor. It is a a self-only armor spell that absorbs 125 damage per pip, which is pretty cool but limited in team play and has a chance to miss. Later on it is rendered obsolete by Frozen Armor, which does the same thing, but buffs for 175 per pip, can't miss, and can be applied to teammates.

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